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Miss Fortune
Build Guide by Sauronski

This build has been archived and is for historical display only.

PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

Introduction

Greetings! I'm Sauronski, a level 30 summoner on EU-West. This is my guide to Miss Fortune, The Bounty Hunter. Many hours of time, effort and research have gone towards this guide to compile as much detailed, useful and relevant information on one of the League's favourite Shock and Awe wielding pair of legs and coconuts.

This guide is a selfish guide. A guide to the Miss Fortune who plays normal games on their own and solo queue ranked on their own. It does not expect or demand reliance upon your team, it emphasises that you learn Miss Fortune and her abilities and gives you the tools to control your own fate in fights.

It does not expect you to rely upon a support to heal you, or even to have a support at all. It tries to be self sufficient as much as possible. You build your own crowd control, a bit of armor, a bit of magic resistance and a lot of damage. With a short attack range and a passive that gets shut down on taking damage you need a build that will help you survive. Help you cast your ultimate, help you kite, help you catch and finish runners.

Please feel free to comment with any suggested improvements and feedback as you find relevant. The magic about League of Legends is that there is no single true correct way to play any champion, by giving me feedback (both good and bad) you help me improve the guide for everyone else in the community.

Miss Fortune is an AD Carry. The primary role of AD carries is complex but can be summarised as follows; farm up items and set the team up to secure dragon kills early game. Continue farm, participate in team fights and try to win minor skirmishes mid-game. Melt everyone end-game.

Miss Fortune specialises in certain areas as an AD carry. Her specialties lie in AoE team compositions, but she also fares well in kite and poke compositions. Her ultimate can devastate a stacked enemy team and her passive grants her incredible mobility in a role dominated by sluggish champions. Finally, she has an easily available source of healing reduction making her incredibly effective at harassing certain heal lanes and taking out healing champions such as Dr. Mundo.

And thus behold! My Miss Fortune guide! I beg that any downvotes be dealt after trying the build - Or at least be dealt with a comment or criticism to allow me to improve the guide for all who read it after!

A big thanks goes out to all you Bounty Hunter lovers and haters who read this guide! Keep the community going.

- Incredibly squishy.- Her passive Strut is lost when she is hit.- Despite having an AoE slow in Make it Rain she has no innate escape mechanics.- Average auto attack range for AD carries.- Increasing mana costs force you to make every ability count.- Requires knowledge of enemy champions to know how and where to position in fights.- Not easy to pick up and play. Using her effectively requires experience.

(4/4) Alacrity
Again standard for AD Carries. Increased attack speed synergises with your primary role of right-clicking enemies and melting them. It is also a pre-requisite for Weapon Expertise .

Tier 3

(1/1) Weapon Expertise
Perhaps your most definitive point spent. An incredible amount of armor penetration to get from something as simple as one mastery point.

(4/4) Deadliness
Mainly just filler to reach Lethality . Providing you with 0.5 AD per level at 4 points, this mastery peaks at 9 AD when you reach level 18. By the time you reach level 18, 9 AD is nothing - Although it does give an okay boost at low levels.

Tier 4

(1/1) Lethality
An incredible boost for just one point. Unfortunately incredibly useless early game, this mastery scales with your critical chance. Late-game it provides an insane boost when you are sitting on 75%+ crit chance.

(3/3) Vampirism
Somewhat lacklustre in a standalone context but can be useful in a pinch. The 3% lifesteal can stack with 3% lifesteal from any Doran's Blade you may buy and is primarily for the laning phase.

Tier 5

(3/3) Sunder
An overall really nice set of points. 6 Armor Penetration is nothing to laugh at and can have an incredible effect early game before your opponents armor scales with levels.

Tier 6

(1/1) Executioner
A massive damage boost for the one point spent. It is similar to Lethality in the way that it provides a massive chunk of damage for one point.

Defense:

Tier 1

(1/3) Resistance
Interchangeable with Summoner's Resolve depending on which summoner spells you take. Otherwise it's just a small amount of Magic Resistance to act as filler for the next tier.

(3/3) Hardiness
The counter to (3/3) Sunder that will almost always be a part of the talent tree of the AD Carry you're almost always going to be laning against.

Tier 2

(4/4) Durability
A minor boost to health per level but it is still effective. An extra 100 health is often the difference between life and death. We're choosing life.

Tier 3

(1/1) Veteran's Scars is a major boost to health at level 1. That extra 30 health, plus the extra 6-24 health from Durability , plus the extra 6 armor from Hardiness all combine to give you the biggest chance of winning engagements before level 6. If you force your opponent out of the lane, you should reach level 6 before they do. And your ultimate is DEVASTATING.

Runes

This will be your primary quintessence of choice for a balanced build. The additional attack damage boosts your early game potential by helping you last hit.

Miss Fortune may sometimes find herself pushed under her own tower by stronger langing AD Carries such as Caitlyn - The extra AD will help your ability to last hit minions under your tower and will beef up your Double Up early on.

If you have these lying around they are incredibly powerful if you are running an organised team setup such as a poke or kite composition.

Your base movement speed of 300 when multiplied by 1.045 (Increase by 4.5%) will yield the value 313.5 - This movement speed boost places you over two full tiers higher in movement speed without boots.

Fun fact - Movement Speed Quintessences apply after all other modifiers so they increase the power of your boots by 4.5%, your phantom dancer by 4.5% and your passive by 4.5%.

An acceptable backup and a setup I have been known to use when I have a high sustain healer such as Sona in my lane.

Three of these plus (3/3) Vampirism plus 3% lifesteal from Doran's Blade is an incredible 12% lifesteal from the start of the game.

This is also somewhat viable to use if you are starting Doran's Blade without a healer in your lane. You sacrifice 6.75 AD, Boots of Speed and 3 Health Potion for 10 AD, 9% Lifesteal and 100 health from Doran's Blade.

Definitely a handy backup if your playstyle, team composition or experience warrants it.

Miss Fortune is a hybrid AD Carry. She has three sources of magic damage, one being her ultimate. Beefing up her Armor Penetration isn't entirely necessary and I feel she gains far more early game from Attack Damage than she does endgame from Armor Penetration.

Combined with the fact she doesn't have an incredible amount of pushing power on lanes at all with this build due to the late leveling of Make it Rain there is a real chance you'll be pushed under your tower by the heavier laners such as Caitlyn.

Once again the extra AD would be invaluable for last hitting under your tower as opposed to the Armor Penetration. If the AD gets you enough extra last hits that you would not have gotten with Armor Penetration then it can earn you a REAL source of armor penetration sooner.

Essentially the one and only mark you should be using. Combined with the Greater Quintessence of Attack Damage you gain an incredible boost to attack damage early game which helps massively with last hitting.

Short, sweet, simple. In general you will be laning against other AD Carries. Armor is one of the primary defensive stats of the Seal type of rune providing an impressive boost in defense that will allow you to trade blows with the enemy in your lane from the very start of the game.

These are more important in Ranked or Draft games rather than Blind Pick. If you see the rare occasion that the enemy team will put a pure AP character bottom lane against you then you will need lots of magic resist. Early.

If you're serious about winning you'll usually have a few rune pages with minor tweaks dedicated to the same role. Having a spare page with Greater Glyph of Magic Resist instead of Greater Glyph of Scaling Magic Resist could give you an advantage if the enemy team is picking weird and wonderful combinations of champions without any physical damage.

Summoner Spells

For summoners who aren't level 12 yet, Ghost should be your primary summoner spell of choice.

Like all Top and God Tier summoner spells this move can be used both defensively and offensively. Popping it to escape someone coming to kill you or to chase an enemy for a kill are both viable ways to use it.

Also note that this does stack with Strut so as long as you're not taking damage your movement speed can be utterly insane.

All you have is Strut which is removed when you take damage and Make it Rain which is not always reliable to fend off pursuers.

Unlike so many other AD carries you don't have any abilities that displace you, meaning you are incredibly vulnerable against them. If you need to disengage from a fight and you can't get enough distance without taking damage for Strut to activate then you're going to die.

My builds all include Frozen Mallet to give you 100% reliable slows for escaping and chasing. Flash is for when Frozen Mallet's slow isn't enough and you have to escape or chase over walls or through the jungle.

Again, like all Top and God tier summoner spells Flash can be used both offensively and defensively. A versatile spell that no good Miss Fortune should be caught without.

Yet another dual-layer spell. Exhaust is once again a dual-purpose offense/defense spell.

With an absolutely debilitating debuff attached to it that decreases damage from all sources significantly and slows movement speed by an incredible amount, Exhaust is the catch-all summoner spell for escaping, pursuing, killing and surviving.

A fairly effective summoner spell for low level summoners. It can be used defensively to bait people under your tower or offensively to give the enemy a false sense of hope that they can kill you, before you pop heal and turn the tables on them.

Note that, unfortunately, this is not a top tier summoner spell because it does not help you escape or chase. It merely helps prolong your life - There are countless situations where a well placed Exhaust or Cleanse would prevent your death or secure a kill against a running enemy and taking Heal will assume you are weaker than your opponent - Afterall, you're expecting to be forced to use it to bait them into thinking you are killable.

Ideally you should take other summoner spells to avoid entering a situation where heal would be needed, but if you absolutely can't live without it or feel yourself a master baiter then by all means take it. Experience is absolutely invaluable in picking your summoner spells.

An incredibly aggressive summoner spell that can potentially secure kills for you and your team.

The problem with this is it has no defensive use AND you already supply your own healing reduction debuff from Impure Shots rending half of Ignite's utility moot.

If you have the experience and confidence to use Ignite then by all means take it. I can't count how many times I've watched livestreams and seen the pro players die to Ignite, later commenting "Who takes ignite on Ashe/ Caitlyn/ Miss Fortune etc." while lamenting their deaths.

Teleport is often relegated to the regions of top lane. The player at top lane is far away from the early game action of Dragon fights - Teleport plus a ward at bottom lane allows them to immediately get into any fights that happen far away.

It is also incredibly useful for champions with exceptional mobility such as Nidalee to allow them to split push then Teleport to team fights, or to team fight then Teleport to push.

A lot of inexperienced players take Teleport to let them get back to the lane faster after they recall. This a treating the symptoms and not the cause - Perhaps a better summoner spell would have prevented the need to recall at all, or maybe a bit more experience would teach the player good times to return to base and not lose minion kills.

Also remember that Strut is incredibly powerful and will speed you back to lane much faster than most people realise. If you're running back to lane, you're not taking damage - So you can ALWAYS rely on your passive for that!

If you were forced into top lane as Miss Fortune at champion selection, then you may be able to justify this summoner spell being added to your arsenal as your incredible mobility still won't let you reach bottom lane fast enough if you're desperately needed.

A horrible, horrible summoner spell. The cooldown on it is incredibly long and it doesn't address the problem that another summoner spell may have prevented your death entirely and had a shorter cooldown to boot.

On the surface this spell may have everything you need. A boost to attack speed and a boost to ability power, considering that most of Miss Fortune's abilities can scale from ability power.

The problem is that it doesn't have the utility of Ignite dealing true damage and won't help you defensively. At all. Also, your Impure Shots has an active that increases your attack speed and adding even more with Surge isn't balanced at all.

Finally, Surge does nothing unique. Unlike every other summoner spell, Surge just gives you more ability power and attack speed - Two effects you could stack with items if you wanted. Sure, Ghost gives you movement speed but you can't stack different types of boots for multiplied effects and it allows you to ignore unit collision.

Miss Fortune does have high mana costs, but rather than spamming mindlessly and relying on Clarity to keep your mana up you should instead fundamentally change the way you play and pick your timing of abilities with greater care.

Providing you use your attacks sparingly and at meaningful moments, mana should never be an issue. This frees up an entire summoner spell slot that can be used on something far more effective such as Ghost or Exhaust.

A complete waste of a summoner slot. Cannon minions are annoying enough that you do NOT want to promote them to even stronger beasts that are even more capable of messing up your last hitting on minions.

Abilities Explained

(Innate): Miss Fortune gains an additional 25 movement speed after not taking any damage for 7 seconds, increasing thereafter by 4 every second up until reaching 70 bonus movement speed.

This passive provides incredible mobility to Miss Fortune but has the disadvantage of being completely erased when she takes damage.

As an AD Carry, speed is important. Miss Fortune starts with a base movement speed of 300 - Which is the slowest movement speed in the game tied with a variety of other champions.

The key to playing Miss Fortune successfully is never putting yourself in a position where your passive can be removed from you when you will need it. In team fights it's almost impossible to avoid all damage. What separates the good Miss Fortune from the bad Miss Fortune is which of the two players positions Miss Fortune in the perfect area to kill high priority targets while leaving avenues of escape if things get hairy.

For more information on how Miss Fortune's movement speed stacks up against her enemies please refer to this handy table of champion base statistics.

Knowing how, when and where to use this ability is incredibly important - The more ranks you put into this ability the higher the mana cost and the lower the cooldown. When you max out the ranks in this ability you can drain your mana pool incredibly quickly leaving you defenseless to escape or out of mana for your ultimate.

The bounce range is 500, meaning in the best case scenario she can attack an enemy 625 range away and have the bounce hit an enemy who is 1125 range away. Of course quantifying these numbers is meaningless, experience is the only teacher for if your Double Up will bounce to an enemy or not.

Advanced Tips:

Double Up ignores line of sight on the second hit and can hit invisible and hidden enemies with the bounce. This means that it can bounce into bushes you don't have sight in and over walls if champions are close enough.

Double Up deals a fair boost of damage on the second hit - 15% more. Practice, practice, practice your ability to predict where that second bounce will hit - If you can always land it on an enemy champion then you can deal significant harassment from a safe distance.

Double Up applies on hit effects for both hits. Note that Sheen, Lich Bane and Trinity Force have an internal cooldown so their damage buff is consumed on the initial hit and not on the bounce. All other on-hit items without internal cooldowns will proc or stack charges from both hits.

We put a point in at level 2 then put points in every time we can from level 4 onwards. It is maxed by level 9.

An incredible harassment and killing tool that takes a lot of mana but becomes very spammable at high ranks for as long as your mana pool holds out, allowing you to go toe-to-toe with the enemy AD carry in your lane and deal a massive chunk of damage to the rear ranks of the enemy team during skirmishes and team fights.

After we've taken a single point in every ability we aim to max this baby out by level 9 so it is immediately ready for team fights or to allow you to bully your opponent out of lane if the mid game hasn't started yet.

(Passive): Miss Fortune's autoattacks deal extra magic damage on-hit. This damage cumulatively stacks up to 4 times on the same target if no more than 5 seconds pass between each hit.

A small increase to the damage of your auto attacks. This passive scales incredibly poorly with ability power and as such ability power builds are not advised.

It is good for helping you grab last hits early game and especially nice when you're missing that tiny chunk of damage to last hit under the tower.

(Active): Miss Fortune's attack speed is increased for 6 seconds and causes her attacks to lower healing received and health regeneration by the target by 50% for 3 seconds.

A powerful active that gives you 30% for the first point and an additional 5% for each point after.

Incredibly weak early game when you don't have the crit or attack damage to warrant the attack speed boost. An absolutely incredible damage boost end game when you're approaching a complete build.

Advanced Tips:

Impure Shots (Passive) component stacks with each hit. Trading occasional auto-attacks will waste the potential of this ability, so it is often a good idea to engage in regular 2-3 hit harassment to add a chunk of damage from the passive.

Impure Shots (Passive) component deals magic damage allowing it to bypass armor-based defenses. Although it only does a small amount of damage, if your opponent has no magic resistance that small damage can add up to big numbers over extended harassments.

We put a point in at level 1 to help with last hitting then put points in when Double Up and Bullet Time can't be leveled. It is maxed by level 13.

This ability provides a lot for the first point but scales poorly with additional points. We level this ability second because it's still more useful to put points into than Make it Rain and by the time you're leveling it up you should be starting to get the kind of items that warrant the (Active) component.

(Active): Miss Fortune fires hundreds of bullets into the air which rain down at a location after 0.5 seconds delay. The area lasts for 2 seconds, slowing and dealing magic damage every quarter of a second to each enemy that stands on it. Slow lasts 1 second after leaving the area.

A minor amount of magic damage with a fairly weak slow. Scales with ability power. Overall an incredibly weak ability.

It will never be powerful enough to clear minion waves and one point is taken at level 3 just to give Miss Fortune any kind of slow to escape from or chase opponents.

Advanced Tips:

Make it Rain deals magic damage which bypasses armor. Unfortunately the magic damage is very low which limits the use of the ability somewhat.

Make it Rain has a remarkably long range so it can be used from quite a distance safely. If you're able to place it on an enemy who is caught out of position the speed reduction may allow your team to pick that player off before they can regroup.

(Active): Miss Fortune channels for 2 seconds to fire a wave of bullets in a cone in front of her every quarter of a second. She fires 8 waves in total and each wave will deal magic damage to all enemies caught in the area.

An incredibly powerful ultimate which, when used correctly, can destroy an enemy team as soon as a fight is initiated.

The important thing to remember about this ultimate is that it deals magical damage. This is the true part of Miss Fortune's hybrid AD Carry nature, usually when an AD Carry is dominating the other team will buy armor based items to counter.

With this ultimate, even though it scales off Attack Damage it still deals magical damage. If you are dominating the game the enemy has to go all in and buy multiple defensive items to truly protect against you.

This is also incredibly useful if your team has a lot of physical damage dealers. If your top lane and jungle are both physical too, a bit of armor will shut your team down. But with an ultimate like this which deals masses of magic damage in a massive cone infront of Miss Fortune you bypass that issue completely.

Bullet Time can be used to absolutely slaughter minion waves. If you're in lane and you want to head back to base in a hurry then use your Bullet Time to clear a minion wave and give you ample time to recall, buy and return to your lane without losing any farm.

Bullet Time can also be used to deny enemy champions. If you force the enemy to recall or kill them and still have your ultimate available, using it to quickly push your minion wave to the enemy tower will force them to lose gold and experience while they are in base or waiting to respawn.

Leveling:

We put a point in at levels 6, 11 and 16. Basically, as soon as this ability can be leveled we put a point into it.

Item and Build Order - Philosophy

Miss Fortune is a strange AD carry. Two of her abilities only scale with Ability Power but they do not scale enough to justify building her full Ability Power or as a true hybrid.

Instead we build her like a standard AD Carry, but we always maintain some beef. She doesn't have the escapes to justify a glass cannon build but she has an ability that can activate on-hit effects.

Her sit-there-and-right-click damage potential will be lower than other AD carries with this build, but her damage potential when Impure Shots is activated will be much higher. Because we have an attack speed steroid like Impure Shots we can AFFORD to get a bit beefier to compensate for our average range and lack of escapes.

As such we always have to consider four scenarios. The first is the beginner Miss Fortune player who is inexperienced. They need a build with plenty of small upgrades over time - And one that is balanced. They need to have the tools to survive and learn how to play Miss Fortune. If you're being shut down every team fight then you're not going to learn an awful lot about anything other than dying early.

The second is when you're losing your lane. A specific build path can be taken to turn your lane around and attempt to force a stalemate so you can hold out until your team can assist. Just getting yourself back into the game and back into the farm is the primary concern - Minimise future gold and experience loss.

The third is during a stalemate. You can't budge your opponent and your opponent can't budge you. You need power and sustain and you've likely got the farm to back up the purchases needed to get it. You need to be able to bully your opponent out of the lane and take it for yourself.

The final one is when you are dominating your lane. You need to snowball. Hard. You can't slack back and think you've won. You need to utterly destroy and demoralize the enemy and you need to carry that attitude into team fights. If they don't surrender by 30 minutes, you'll be having one hell of an incredibly fun game you'd almost be glad it isn't ending so soon!

Item and Build Order - Starting Items

Your Starting Items

Your starting items are ALWAYS situational. There is no single best starting build 100% of the time. Ever. What you build at the beginning will depend heavily on who you are laning with and who you are laning against.

Below are three standard options for starting based on your opponents, your own skill and your experience.

Option One

Item Sequence

Health Potion50

Health Potion50

Health Potion50

An incredibly safe start. Boots synergise exceptionally well with your passive and the healing potions will allow you to out-sustain the person you are laning against. Very effective against champions who you can trade occasional hits with - As long as you use Impure Shots to dampen their healing potions you'll come out on top.

Can be used with or without a healer. If paired with a healer, try to save your potions and instead active them when you're committing to a fight so they'll passively heal you through the entire skirmish.

If your opponent started Doran's Blade too it comes down to a battle of skill, champion and support. If your opponent outskills you, has a more effective champion for laning or has a support who is able to cause you more problems than your support causes them then you're in trouble.

On the other hand, if you outskill them, if you are able to beat their champion choice or if your support is going beastmode then you can probably grab either first blood or force your opponent to base first and miss out valuable exp and gold.

Now, if your opponent starts with potions you've got a different battle on your hands. You have a choice of trying to 100>0 them in one skirmish with your extra 100 health and 10 damage from the Doran's Blade and Impure Shots (Active) countering their potion, or you can try and waste their potions over time with subtle harassment and either force them to recall or finish them once their potions are gone.

Beware, if the enemy can deal consistent damage to you then with Doran's Blade you'll be the first person going back to base and if you make a few silly mistakes with your opponent starting boots they can chase and damage you all the way back to your tower.

Option Three

Item Sequence

Health Potion50

Health Potion50

Health Potion50

Health Potion50

Health Potion50

An incredibly defensive startup for when you're playing Draft or Ranked and you know who you're laning against. Enemies such as Tristana when she gains levels with Draw a Bead and Caitlyn have incredibly high attack ranges and will be able to harass you very effectively, easily knocking your Strut off.

This build path will eventually end up with Wriggle's Lantern for an incredibly safe and passive lane. You won't get kills, but if you can stop yourself being zoned or harassed out of lane then it's worth it. As an added bonus you get free wards and your team's ability to defeat Dragon is significantly boosted.

Berserker's Greaves are the item you'll get 8 out of 10 times. Unless the enemy team has an absolute abundance of nasty crowd control that will constantly be targetted upon you, the additional attack speed will provide you with a marked damage increase which will feel like you have your Rank 1 Impure Shots active 24/7.

Mercury's Treads are very situational. If you find yourself against an enemy team with a TON of AP Casters or nasty crowd control you may have to bite the bullet and sacrifice damage for beef. Staying alive is the most important thing as an AD Carry, you single-handedly melt towers from 100% to 0% and force the enemy team to be scared of engaging into any fight if they can't reach you and kill you before you ace them. Any steps towards accomplishing this objective are important.

Item and Build Order - Your First Time Back

What you buy when you first go back is again something that will change from game to game. In general there are four situations for when you first go back.

Either you've been killed, you've been harassed and forced to go back on low health, you've harassed the enemy out of lane and have a ton of gold or you've killed the enemy.

If you've been killed you'll generally be advised to return with more beef. If you've been harassed out of the lane, you'll be advised to return with more sustain. If you've harassed the opponent out of lane and have a ton of gold, you're best advised to return with a couple of [Doran's Blade]s and try to snowball more kills.

If you've gotten a kill you should ALWAYS push your minion wave to their tower as fast as you can, go back to base and buy. This is because your opponent will return to lane with new items, full health and full mana. There is a strong chance they can get a revenge kill immediately if you're not careful as they'll be beefier than you and probably have better items.

If you just lost a straight up fight or made a derpy mistake that gave the enemy a free kill, Doran's Blade is something you can't go wrong with. You can even buy two if you really want. You can always sell them when you don't need them anymore and if you buy two Doran's Blades and they enable a return kill you would have otherwise never gotten then they've paid for themselves when you sell them back.

If you're dominating the lane and just got a kill, unless you have the gold to get a high tier item make sure you restock on Health Potion and Doran's Blade

Item and Build Order - Beginner Miss Fortune

Early Game

Item Sequence

Health Potion50

Health Potion50

Health Potion50

A beginner Miss Fortune should always open with boots and 3 Health Potions. If you don't have the experience, confidence or knowledge to 100>0 the enemy then Doran's Blade is not your item and you won't be able to use your Strut effectively enough to warrant skipping boots early.

You want to start building a couple of Doran's Blades. These give you a good amount of health, lifesteal and attack damage for their gold cost. You always want to pour a bit of spare money into Health Potion too as having an ability to heal your health back up whenever you want is invaluable. Returning to lane with 2 or 3 Health Potion can really extend the time you spend before you need to go back.

Grabbing a Vampiric Scepter will also give you a boost to your sustain while killing minions and we'll be building it into something later on so pick that up during your early game too.

The armor from Wriggle's Lantern will cause your opponent to deal less damage to you if they're a physical attacker. The lifesteal will help sustain you in lane. The proc will help keep your last hitting up and will save you a bit of extra gold if you're pushed under your tower and not confident in beating the tower for your gold. Finally the active gives you a free 3 minute ward every 3 minutes which can help you repel ganks from the jungle and other lanes. For help with warding I suggest Panglot's Awesome Warding Guide.

Mid Game

Item Sequence

Berserker's Greaves1100

Zeal1200

Phage1250

At the turn of the laning phase ending, when towers are being pushed down, you want to have already start working towards your mid-game setup. This setup is balanced towards a mix of attack damage, utility and survivability. You won't melt enemies, but you'll still deal solid damage. You won't be able to tank but you'll be able to survive more than the average AD Carry. You'll be incredibly balanced which will allow you to learn Miss Fortune at your own pace.

From the early game you already have your start setup. Some form of damage, some lifesteal and some form of defense. If you did well, this will come from Doran's Blade and Vampiric Scepter, if you did not do well you'll have it from Wriggle's Lantern. Now we take our build to the next level.

Now we start working towards maintaining that balance. You gain a source of damage from B. F. Sword, pick up yoursecond level boots, gain a balance of attack speed, crit and movement speed from Zeal and a bit of damage, health and a proc for your Double Up to activate from Phage.

This will open the doors to more opportunities during team fights. You move pretty fast, deal okay damage and have okay survivability. You're balanced, not a glass cannon but you won't be a slouch on damage dealt either. This allows you to make a few mistakes and not play perfectly, but your potential to dominate if you did play perfectly would be far lower... Then again if you were confident enough to play a perfect Miss Fortune game you wouldn't be curious about beginner builds!

Over time you will end up adjusting the order in which you build these items. Sometimes you just NEED an early Frozen Mallet and sometimes you want an early The Bloodthirster.

Late Game, Finishing Your Build

All builds end with the choice of which item to use as your 6th item. Please refer to the Your Final Item section for information on these choices.

I would suggest all beginner Miss Fortune players pick up Guardian Angel as a dual-layer defensive item versus magic and physical. The passive from Guardian Angel also sometimes discourages players from attacking you. An item you can rarely go wrong with as a beginner.

Item and Build Order - Losing Your Lane

Early Game

Item Sequence

Health Potion50

Health Potion50

Health Potion50

Cloth Armor300

Vampiric Scepter900

Wriggle's Lantern1800

If you're losing your lane early game then your build order should look similar to the one above. Regardless of how you started your build - Get level 1 boots and rush Wriggle's Lantern while picking up as many Health Potion as needed to sustain yourself.

The armor from Wriggle's Lantern will cause your opponent to deal less damage to you if they're a physical attacker. The lifesteal will help sustain you in lane. The proc will help keep your last hitting up and will save you a bit of extra gold if you're pushed under your tower and not confident in beating the tower for your gold. Finally the active gives you a free 3 minute ward every 3 minutes which can help you repel ganks from the jungle and other lanes.For help with warding I suggest Panglot's Awesome Warding Guide.

Early to Mid Game

Item Sequence

Phage1250

Frozen Mallet3100

This is where things get dicey. If you're still in big trouble on the transition from early game to mid game then you are unlikely to recover if you don't take matters into your own hands - You have to switch your mindset and playstyle to claw your way back.

You need two things. Beef and control. You need to buff your health up and give yourself the ability to control team fights in a way similar to a support. You are also picking up your level two boots at this stage.

While a Frozen Mallet rush is often unheard of for AD Carries, Miss Fortune can snowball aggressively backwards. You need to stop that snowball - You won't be a hard AD Carry for awhile and you need to rely on the rest of your team to carry the game. With Frozen Mallet you can apply double debuffs with Double Up, kite incredibly effectively and keep yourself alive long enough to get back in the game via assist gold.

If you couldn't recover your lane and all other lanes lost too then that's life. You can't win every game. What you must do is prevent yourself from allowing the enemy team to snowball and simultaneously still find a way to make yourself useful in fights. Limiting the mobility of the enemy front and back ranks with Double Up Frozen Mallet and keeping yourself alive with the incredible health boost will be your new priority in order to give your team as many advantages as possible while setting yourself for a massive comeback.

Mid to Late Game

Item Sequence

Infinity Edge3400

Zeal1200

Phantom Dancer2600

If you had to rush a Frozen Mallet then your damage will be incredibly limited, but Frozen Mallet was picked to give you the chance to redeem yourself on assist gold. If you managed to turn it around, you need to quickly push yourself back up to AD Carry status.

You should transition to an incredibly scary teamfight AD Carry relatively quickly. You are still no duellist. Don't trade hits with enemies that have their The Bloodthirster - But now you can stage a comeback and spearhead the push to victory.

Item and Build Order - Stalemate

Stalemates are simply massive farmoffs. Neither you nor your opponent can get a foothold and win the lane outright, but neither of you are losing the lane. You're just farming.

This is good for you, horrible for your team. While you may be getting farm, so is the enemy. You need a way to force them out of lane, denying experience and gold. Find a way to beat them. You need to learn the way of the duellist. We need to set ourselves up for a The Bloodthirster as soon as possible.

If your lane is in a delicate stalemate you may have already bought a Doran's Blade or two on your first few trips back. Now you need to play your best and push for an advantage in lane. B. F. Sword first then Vampiric Scepter.

Priority one is nailing your last hits, priority two is punishing the opponent when they try to nail their last hits. Out harass and out sustain them and force them to go back. Then stay in control of their lane. Don't let them get any advantages over you. Outfarm them, out gear them. Deny them the ability to even come near minions without risking you destroying them.

Early to Mid Game

Item Sequence

The Bloodthirster3700

B. F. Sword1300

Pickaxe875

If you're still not able to bully your opponent out of lane and it doesn't look like either of you are winning anytime soon, the build is no different to if you've switched over to dominating your lane now. You need to to continue pushing harder and harder. The Bloodthirster will now be finished and your 1v1 and 2v2 duelling ability will rise dramatically. You can deny enemy heals and increase your own damage with Impure Shots.

Now you need to keep on pushing, harder and harder. Either break the stalemate or transition to winning your lane. Start working towards Infinity Edge as fast as you can. B. F. Sword first then Pickaxe to give you an incredible boost to your attack damage. You should be abusing Double Up to harass as hard as you can.

Try your hardest to deny the enemy gold and experience. This is INCREDIBLY valuable. Intimidating and scaring your opponents gives you a psychological advantage in team fights where they will be less likely to believe they can win. This is your platform to carrying the game to victory.

Finish off your Infinity Edge with gold from team fights and farming. You are now an incredibly powerful force to be reckoned with, but you're missing something. You also need to transition to Phage Frozen Mallet.

At this stage in the game you have no defense but you have INCREDIBLE attack damage. Your entire setup right now has been focused on using Double Up and auto attacks to annihilate the opponent you're against in lane. And those Double Ups will hurt pretty hard with all that attack damage. Frozen Mallet is a natural synergist with Double Up and works absolute wonders at this stage of the game.

Nobody is allowed to escape and you can clean up fights incredibly easy with your ridiculously powerful Bullet Time.

Item and Build Order - Winning Your Lane

Early Game

Item Sequence

Doran's Blade450

Doran's Blade450

B. F. Sword1300

Vampiric Scepter900

If you are winning your lane, denying your opponent experience and gold, killing them and starving them of kills in return then you have only one option open to you. SNOWBALL AS HARD AS YOU CAN. Do not let your opponent get a foothold in their lane after you start to dominate them.

Rush your Infinity Edge then Zeal then force a win on your lane. Push down the enemy tower and use Strut as your mobility tool to roam between your lane any any nearby lane. Harass enemy champions and help other players win their lanes.

Keep working towards your Phantom Dancer by purchasing a Cloak of Agility. Your Impure Shots even at Rank 1 will increase your DPS by an incredible amount while it is active. Be incredibly aggressive and coordinate ganks with your team mates. Force Dragons and push for team fights. You're building to force a 30 minute surrender from the enemy team as you push them into a situation they'll find nearly impossible to come back from.

You are an absolute glass cannon but if you destroyed your lane and won by a fair margin then you should also be the most powerful person in the game. The enemy you laned against should be powerless against you making all team fights literally 5v4 in your favour after the first 6 seconds (the length of your Impure Shots.

At this stage in the game you have no defense but you have absolutely incredible attack damage with both Double Up and Impure Shots empowered auto attacks. Enemies fear you. You need to double that fear. The Bloodthirster offers incredible attack damage and lifesteal to synergise with you. Indeed, the effects can be absolutely astonishing from a psychological viewpoint - The amount of health you'll be healing with every attack will leave you ending a team fight at 100% health if you play intelligently and your Bullet Time... Absolute teamfight carnage.

If anyone was able to escape your wrath before, they will be powerless now. Double Up will turn the enemy frontline into their rear rank's worst nightmare. No escape, no mercy. Just carnage and incredibly fun, long games. For you.

Item and Build Order - Your Final Item

Item Sequence

Guardian Angel2400

The Black Cleaver3000

Last Whisper1300

Quicksilver Sash1300

Your final item depends entirely on how the game is going for you. Again, situational and your own judgement takes control here! Just remember that if you have a Wriggle's Lantern, now is the time you're going to be selling it.

If enemy AP is giving you trouble, you're being picked off by long range CC or the enemy has that ONE long cooldown ability which is just shutting you down every time - Banshee's Veil is your final item of choice.

If you're against a team with Ashe, Warwick, Malzahar, Skarner or any other champions with absolutely deadly CC and you don't think Banshee's Veil is going to help at all - OR if you're against a team with annoying AoE spells like Janna and her Howling Gale who are able to pop your entire team's Banshee's Veils in one go with no effort and you desperately need protection from crowd control, Quicksilver Sash.

If you just need beef at any cost against both AD and AP, Guardian Angel will give you a chunk of armor and magic resist. The passive is also incredibly nice if team fights are close. If they focus you down first, you may be able to resurrect and hope your team did enough damage to them while they were trying to kill you that they'll ignore you or be running away so you can finish up for the win.

Now, if everything is going cool - Crowd control isn't an issue, your team is protecting you just fine and you're having a field day then you need to look at shattering some hopes, dreams and armor.

If the enemy team has3 OR MORE tanky champions who are buying items such as Frozen Heart, Thornmail, Randuin's Omen, or Zhonya's Hourglass then you need to bring out the big guns. Last Whisper is incredibly cheap and gives you an absolutely INSANE amount of armor penetration. Counter their multiple 3k+ gold items with a single 2.3k gold item and profit.

If the enemy has a varied selection of mid-to-low armor champions then you're looking at your third B. F. Sword item, The Black Cleaver. It gives you attack damage, attack speed and an awesome passive that can shred 45 armor on the 3rd stack. If your opponents only have ~60-80 armor, the damage difference will be absolutely incredible.

Gameplay

Pick Your Lane - The Current Metagame

You'd be surprised to hear but if you don't know what the League of Legends metagame is or you are playing with or against people who don't know what the metagame is then Miss Fortune can lane anywhere.

If there are two teams following the metagame and you understand it, then you'll want an explanation of where you should be laning and why.

Bottom Lane

Outside of tournament play, the bottom lane consists of your AD Carry and some sort of support. The AD Carry has one job. Farm gold.

You see, AD Carries like Miss Fortune scale incredibly well with items and horribly with levels and ability ranks.

Your AD Carry is placed in bottom lane near Dragon with a support - When you have two people at bottom lane it's much more difficult for an enemy to sneak in an uncontested Dragon kill and when you have a support with you, your ability to farm is increased as you can be babysat and looked after.

In general you will go against other AD Carry/Support combos in your bottom lane although be aware that sometimes people just troll pick so you can be against ANYTHING.

Remember, your primary role is getting gold. Whether you get gold by killing minions, enemy champions or by helping secure Dragons is irrelevant; you should be attempting to do all three.

Advanced Tip - The sooner you destroy the enemy tower (or lose your own tower) the less gold you're likely to have going into team fights. Use the start of the game to dominate, control and instill fear into your opponent. Don't take their tower as soon as you can; if you're winning the lane then KEEP MILKING THEM. Force them to lose gold and experience from minions, keep farming gold and experience on your own.

Remember, you don't want the laning phase to end until you have your first B. F. Sword-based item, level 2 boots and your Vampiric Scepter. You then have the power to destroy in team fights.

The Mid Lane

Do not go to the mid lane unless you absolutely can not avoid it. Middle lane is horrible for Miss Fortune as she doesn't have a way to effectively clear minion waves and you will more often than not be facing off against an enemy AP Caster.

AP Casters scale with levels. Each rank of your abilities might make them 30% more effective. Each rank in an ability for an AP caster may make it 100% more effective.

They also tend to have the ability to clear minion waves in seconds, leaving you fighting with your tower for last hits. When you're under your tower last hitting, your opponent can be roaming and getting kills in other lanes. This is a sure path to losing.

But if you have no other choice then go mid, build Mercury's Treads and try to farm as effectively as possible.

Miss Fortune fits into the "high mobility champions" category. If you force her to toplane against assassins she'll die. And feed. A lot.

She can go against some sustainers and bruisers if she builds Wriggle's Lantern and she can shut down pure melee champions with no dashes like Udyr completely thanks to Strut - They'll never be able to reach her in order to shut her passive down without burning summoner spells so she can harass them day and night when those summoner spells are down.

Overall she's not exactly a fine choice for toplane but she has the raw run speed to face off effectively against some champions and as a ranged champion she does have a natural advantage over some melee.

The Early-Mid Game

The flow of time through different games is variable. There are games that go 30 minutes before a single tower is taken and games where one lane has their tower down before 10 minutes have passed.

In general the mid-game starts as soon as the first tower falls. When you take a tower in the enemy lane you can push their minions far into their own territory and start roaming, looking for kills while the enemy pushes the minion wave back.

This applies to everyone. Top, middle and bottom lanes. As soon as the first tower is taken, life as you know it will soon end. If your team took the first tower, look for allies roaming into your lane looking for ganks and trying to force your tower down. If you're not yet farmed enough, politely ask them to gank another lane if your allies try to piledrive yours.

If the enemy takes a tower then the reverse is true. Their team will start roaming a bit more and probably looking for kills and towers. Warding is an absolute necessity in this stage of the game.

If your team is not warding then absolutely take matters into your own hands, buy a stack of 5 Sight Wards and get to work giving your team vision of the map. I highly suggest you read Panglot's absolutely fantastic warding guide in order to understand why warding is important and where you want to be placing your wards.

If you don't ward and the enemy team sneaks up and kills you, you've fed them 300 gold plus any assist money.

If you do ward and you evade a gank, you spent 75 gold to deny the enemy 300+ gold. A bargain! Even better, if you ward and your team can counter-gank that 75g ward could net your team 300+g, 600+g or even 900+g if you can net a massive triple kill out of it.

The True Mid Game

When either your tower is taken or the enemy team's tower is taken, now the true mid game starts. Both teams will be looking take take out the first line of towers from every lane. Minion farming becomes a free for all and incredible amounts of gold and experience are often lost to this.

Hopefully you and your team has warded from the early-mid game. Use these wards to decide when and where to be. You can still farm lanes, but only when you can see all of the enemy champions. If you have no vision, assume all 5 enemy champions are lying in wait in a nearby bush to 5v1 tower dive you.

If the enemy sends 2 or 3 players to lanes to push towers while other farm then we have ourselves small scale skirmishes. If you have The Bloodthirster this is where you will excel as you will be able to leech back damage taken from a few attackers and sustain a fairly long fight if needed. Infinity Edge is less use here as you won't have as many meat shields to hide behind. Taking damage is inevitable and you need to be able to sustain yourself through it.

If there's a massive stack of 5 players, then your The Bloodthirster is basically useless. At this stage of the game 5 people can kill you before you can even lifesteal a tiny amount of life back up. Infinity Edge on the other hand is incredibly useful. If you're able to stay back and use your team as meat shields you can output incredible damage and take none in return.

At this stage in the game most people will have very low defenses. Your ultimate will annihilate anyone and everyone. If you can get a full 5-man Bullet Time down, do it!

This is all about experience and skill. You can't be told how to play, you can only be told hints or tips or tricks. For more specific hints on using your abilities in team fights read the "Abilities Explained" section above. The rest is reflex, instinct and knowledge of your opponents and their abilities.

The End Game

You're approaching your final build. You have your boots, The Bloodthirster, Infinity Edge, Phantom Dancer and Frozen Mallet. You're able to kite, sustain and deal wicked sick damage with your auto attacks and Bullet Time. No enemy can truly defend against you. Your ultimate wreaks havoc with massive magic damage while your auto attacks deal massive physical damage. If enemies stack both armor and magic resistance they'll deal no damage and you can kite them to infinity with Frozen Mallet.

You HAVE to stay alive. Barons will be baited and forced, towers will be assaulted. As an AD Carry with incredible damage and attack speed you will SLAUGHTER Baron and SLAUGHTER towers. You have to be alive to give your team the confidence that if they tower dive, you will destroy. If they ace, you will nuke the towers. If they get annihilated, you will escape, kite, harass and survive to brawl another day.

Play smart, play well and enjoy yourself - The finest part about being an AD Carry is when you get your 6th item and you are complete. Nothing can touch you. Nothing can stop you.

Change Log

12th April 2012 (v1.0.0.136)
Massive overhaul to the item builds section. Separated important points into new chapters.
Added standard forms of all four item builds to the cheat sheets for players to quickly and easily reference at a glance.

Took into account suggestions about summoner spells. I changed how I tiered the spells in order to give clearer information.